using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace SpriteSample
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont spriteFont;
        /// List cac Object
        List<Object> listObject;
        /// Cac Object 
        //Player player;
        //Title_Object ground;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            listObject = new List<Object>();
            listObject.Add(new Player(350, 100));
            //listObject.Add(new Title_Object(300, 300));
            listObject.Add(new Brick(100, 250));
            listObject.Add(new Brick(200, 250));
            listObject.Add(new Brick(150, 200));
            listObject.Add(new Brick(350, 250));
            listObject.Add(new Brick(600, 250));
            for (int i = 0; i < 10; i++)
            {
                listObject.Add(new Brick(100 + i*50, 300));
            }
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            spriteFont = Content.Load<SpriteFont>("font");
            ResourceManager.GetInstance().LoadContent(this.Content);

            for (int i = 0; i < listObject.Count(); i++)
            {
                listObject[i].LoadContent(this.Content);
            }
            
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                //this.Exit();
                //key = Keyboard.GetState(); //ham bat su kien
           
            
            for (int i = 0; i < listObject.Count(); i++)
            {
                listObject[i].Update(gameTime);
                listObject[i].UpdateCollision(listObject);
            }
            base.Update(gameTime);

        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {

            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();

            for (int i = 0; i < listObject.Count(); i++)
            {
                listObject[i].Render(gameTime, spriteBatch);
                if(i != 0)
                    spriteBatch.DrawString(spriteFont, listObject[0].CheckCollision(listObject[0], listObject[i]).ToString(), new Vector2(listObject[i].m_vPos.X, listObject[i].m_vPos.Y), Color.White);
            }
            spriteBatch.DrawString(spriteFont, listObject[0].m_vAccloc.ToString(), new Vector2(listObject[0].m_vPos.X, listObject[0].m_vPos.Y - 40), Color.White);
            spriteBatch.DrawString(spriteFont, listObject[0].m_vVecloc.ToString(), new Vector2(listObject[0].m_vPos.X, listObject[0].m_vPos.Y - 20), Color.White);
            spriteBatch.DrawString(spriteFont, listObject[0].m_vSize.ToString(), new Vector2(listObject[0].m_vPos.X, listObject[0].m_vPos.Y - 80), Color.White);
            spriteBatch.DrawString(spriteFont, listObject[0].m_vPos.ToString(), new Vector2(listObject[0].m_vPos.X, listObject[0].m_vPos.Y - 60), Color.White);

            spriteBatch.End();
            
            base.Draw(gameTime);
        }
    }
}
